godverse_stock.py splits at THE SNAPSHOT BOUNDARY: `snapshot` (runs where the DBs are; freezes every source row + every cover's sha256) -> `pack` (pure: snapshot + bytes -> atlas, no DB, no network). That split is what lets E's validate_atlas gate G's output on m3 without dealgod. Artifact: web/assets/stock_godverse/3962749/ — crate 550 "DEEP HOUSE", 120 real records, 2 atlases (2048^2, 256px cells, E's contract verbatim). Byte-identical re-bake verified; resolves through C's untouched stockAdapter (120 items, real titles/prices, one material per atlas => one draw); missing atlas -> null -> parody, zero console noise. THE BRIEF'S PREMISE DIDN'T HOLD (measured): no Newtown record shop has stock in any database (Egg Records / Papa Disquo / Haze Guitars / Vintage Record / Downtown Music: 0 items each). dealgod.stores is not a census — 8,754 of 9,285 are Discogs seller accounts, zero Newtown. thriftgod.item is a demo seed (2,221 items, 29 shops, all Brisbane/Newcastle charity, zero record shops). mint() cannot produce tier 1: TABLESAMPLE SYSTEM (0.5) + unseeded random.* — random.seed appears nowhere in server.py — and it assigns other sellers' listings to shops that never owned them, voiding the licence law's "the stores' own product shots" green and making write-back meaningless. Not risk #3's fuzzy matching: a population mismatch, nothing to match to. What we shipped instead is truer: monsterrobot (147 Musgrave Rd, Red Hill, Brisbane — John's ruling) is one real shop in three datasets — recordgod (its POS: 28,624 live vinyl, 24,914 in 357 real crates with real labels and slot numbers), monsterrobot.party (its own site: the covers are the SHOP'S OWN product shots), dealgod store 3962749 (the cover cache + the godverse id; clear of the census space, thriftgod max shop id = 2992). 99.3% of its crate stock joins to a cached cover by Discogs release_id. Drops counted: 120 of 122 baked, 2 lacked an own photo. John's R23 rulings recorded: the crate ships as the shop it really is (Red Hill, not Newtown); real titles/artists at tier 1 — an amendment to the no-real-trademarks law build_stock_pack.py enforces, same shape as the licence law (in-house green, flagged before anything public). G3_ECONOMY_DESIGN.md drafts the API surface, async enrichment (the dig never blocks), failure modes, identity, the PII fence (recordgod holds real customer/staff/sales — pipeline reads only inventory/crate/disc_cache), and frames the write-back question for John (§7) against a real trading shop with Square sync and an existing hold_expires_at primitive. No default, per law #4. Asks in G-progress (both outside G's namespace, both gate the crate reaching a room): per-shop packs aren't wired (stockpack.js caches by type alone — confirmed live: a base override is silently ignored, so two stocked shops collide; C owns the wording, G re-emits), and redhill_real doesn't exist (needs E's build_towns.py + one Overpass fetch; G touched neither). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| docs | ||
| pipeline | ||
| priorwork | ||
| tools | ||
| web | ||
| .gitignore | ||
| B-progress.md | ||
| C-progress.md | ||
| D-progress.md | ||
| E-progress.md | ||
| F-progress.md | ||
| G-progress.md | ||
| README.md | ||
PROCITY
A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.
Run
cd web && python3 -m http.server 8130
# http://localhost:8130 (game shell — Lane B)
# http://localhost:8130/map.html (2D plan debugger — Lane A)
Read first
docs/CITY_SPEC.md— the treaty: schema, units, seeds, budgets, file ownership.docs/RESEARCH.md— what the parent repos already solved, with exact paths to port from.
The lanes (parallel Opus 4.8 sessions)
Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." A–E are parallel-safe (disjoint files, standalone test pages); F integrates after they land.
| lane | mission | owns |
|---|---|---|
| A — CITYGEN | seed → CityPlan data (streets, blocks, lots, shops) + 2D map | js/citygen, js/core/registry.js, map.html |
| B — STREETSCAPE | chunk-streamed instanced 3D town + game shell | index.html, js/world |
| C — INTERIORS | every door opens: seeded themed shop interiors | js/interiors, interior_test.html |
| D — CITIZENS | rigged-near / impostor-far NPCs + shopkeepers | js/citizens, citizens_test.html, models/ |
| E — ASSETS | audit ultra's library, normalize GLBs, skins, manifest | pipeline/, assets/ |
| F — INTEGRATION | wire A–E into one seed-to-town game + QA gates | (after A–E) |
Already in the repo
web/vendor/— three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).web/assets/gen/— 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.web/js/core/— frozen shared modules:prng.js(seeded-everything law),loaders.js(fail-soft promise-cached GLB/texture + 3GOD depot),canvas.js(text planes).
House laws (short form — CITY_SPEC has the fine print)
Seeded everything, Math.random banned in gen code · the game must run with zero assets ·
instancing from day one · canvas text, no font files · characters = shared base rigs + one
clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.
v3.1 — THE FLIP: the town shows its best by default
The Friday-night layer soaked through alpha, beta, and the v3.0 release — so v3.1 flips it on by default, and the mature v2 flags flip with it. Boot the plain URL and each town seeds 2–4 venues (pub, band room, RSL) with a full seeded week of gigs, town-wide posters, and a Friday night that reads: a 4-piece band (trio + a seated drummer) with real instruments, a mixed crowd, an outdoor queue, a per-venue cover charge, muffled gig spill + walla and applause, town-wide streetlamp pools, and identity continuity — the ped you followed in is in the crowd. Plus weather, the tram, and the parallax interior-window shader, all live by default.
The covenant moved, it didn't disappear. ?classic=1 boots the exact v2 town — byte-identical
forever (synthetic golden 0x3fa36874, zero gig layer, zero fetch delta). That is the new frozen
regression target; the default boot is deterministic to the gig golden 0xb1d48ea1. Asset-free
(?noassets=1) composes with the default boot and stays silent-and-fine.
Flags — the four headliners are ON by default, each with a =0 opt-out; ?classic=1 is the
master off:
| flag | default | what |
|---|---|---|
?classic=1 |
off | the exact v2 boot — all four below off, byte-identical to the frozen baseline |
?gigs=0 |
on | the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass |
?weather=0 · ?tram=0 · ?winmap=0 |
on | seeded weather · the tram loop · the parallax interior-window shader |
?roster=v1 · ?pop=N |
stream | chunk-streamed citizen density is the baseline; ?roster=v1 restores the fixed roster |
?dig=0 · ?stock=real |
dig on | crate-riffle on record bins · real GODVERSE sleeves in the stock |
?noassets=1 · ?plansrc=osm · ?mute=1 · ?dbg=1 |
off | asset-free (zero network) · OSM plan source · silence · the window.DBG capture/soak harness |
?plansrc=osm&town=<key> |
— | boot a real Australian town: fixtures melbourne/katoomba/silverton, or a real OSM cache bendigo_real/castlemaine_real/fremantle_real/katoomba_real/newtown_real (ODbL, web/assets/towns/SOURCES.md). REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets; without roads[] a cache marches onto synthetic avenues. Or just pick a town from the HUD selector — no URL needed |
v4.0 — THE REAL MAP: the towns are the product
23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets. Not "inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. Pick one from the in-HUD selector and walk it. Everything built across v1–v3 comes along unchanged — the venues and their seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the interiors behind every door, weather, the tram — because they all hang off the plan contract and never had to know the geography got real.
The towns run from meccas (Fitzroy, 160 shops) to the thin tail (12), at real retail density: the
secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a
takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere
it was honestly "a highway bus", so it's fenced). Everything stays deterministic from the seed, silent
under ?noassets=1, and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874).
The tour: docs/shots/release_v4/contact.html — the Fremantle hero, the
Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is
below it), the synthetic control, and the ?classic=1 covenant made visible. Charter:
docs/V4_REAL_MAP.md · data + licences (ODbL):
web/assets/towns/SOURCES.md.
| ?seed=N | 20261990 | town seed |
Release tour: docs/shots/release_v3_1/contact.html — the money shots on
the default boot, plus a ?classic=1 before/after. QA: tools/qa.sh --strict (classic regression +
default-boot gate + smokes + no-giants) --soak (the full-week soak); the seated drummer passes the
no-giants gate at the seated stature band [0.9,1.5] m.